units arab_camel_archers - RTR-Imperium-Surrectum/ris-wiki GitHub Wiki


Class: missile · Category: cavalry · Men per unit: 32
| Rank in roster | ||
|---|---|---|
| Men per unit | 32 |
██········ 23% |
| Attack | 7 |
█········· 6% |
| Charge bonus | 8 |
███······· 31% |
| Defence | 22 |
██········ 23% |
| · armour | 5 |
████······ 35% |
| · defence skill | 17 |
███······· 34% |
| · shield | 0 |
█········· 0% |
| Morale | 8 |
██········ 19% |
| Discipline | Normal | |
| Training | Untrained | |
| Recruitment cost | 1,552 dn |
██········ 20% |
| Upkeep per turn | 625 dn |
█████····· 48% |
| Turns to recruit | 2 |
Its secondary attack is the stronger one: 8 against 7.
| Primary | Secondary | |
|---|---|---|
| Attack | 7 | 8 |
| Charge bonus | 8 | 11 |
| Type | missile · archery | melee · blade |
| Damage | piercing | slashing |
| Projectile | arrow | — |
| Range | 170 | — |
| Ammunition | 25 | — |
| Primary | Secondary | |
|---|---|---|
| Total | 22 | — |
| Armour | 5 | — |
| Defence skill | 17 | — |
| Shield | 0 | — |
| Hit points | 1 |
| Mount | camel |
| Ground: scrub / sand / forest / snow | -1 / 5 / -4 / 4 |
| Charge distance | 40 |
| Formations | Square |
Technical stats
| Time between blows (primary / secondary) | 2.5 s / 2.5 s |
| Extra fatigue in hot climates | -2 |
| Spacing between men: close / loose | 2.2 × 5.2 m / 3.96 × 7.28 m |
| Default ranks | 5 |
In battle: Very good stamina
A core roster unit for 10 factions, each able to raise it anywhere they hold the right building:
Gerrha · Hadhramaut · Himyar · Lihyan · Minaeans · Nabataea · Palmyra · Qataban · Saba · Thamud
Any faction holding one of the provinces below can field it.
Exactly what a settlement must have, route by route (5)
| Building | Also requires |
|---|---|
| Any settlement | Garrison Building or Tier 1 Military Industrial Complex · Arab area of recruitment · Any Government (Dependency, Indirect Rule or Direct Rule) · Tier 2 Colony not built · Requires resource camels or camels supplied factionwide |
| Indirect Rule | Garrison Building or Tier 1 Military Industrial Complex · Tier 1 Colony · Requires resource camels or camels supplied factionwide |
| Direct Rule | Garrison Building or Tier 1 Military Industrial Complex · Tier 1 Colony · Requires resource camels or camels supplied factionwide |
| Homeland | Garrison Building or Tier 1 Military Industrial Complex |
| Any settlement | Garrison Building or Tier 1 Military Industrial Complex · Arab area of recruitment · Any Government (Dependency, Indirect Rule or Direct Rule) · Tier 2 Colony not built |

| Zone | Provinces |
|---|---|
| Arab | 73 |